Does anyone here use the "courtside" view of NBA/NCAA basketball games? How is it?
I watched some examples with the PSVR (PlayStation 4 VR) headset. It isn't that good. I never felt like I was sitting in the courtside, but probably because the quality of the video isn't that good. Also, it is very umcorfortable to keep moving your head to follow the plays. In real life you only move your eyes, not your head.
Oculus Rift S
191–200 of 272 posts
Re: Oculus Rift S
#192Earlier quoted context omitted.
Yeah, but you're not going to be seeing a big push for higher PPD displays until after all the other pieces are in place to support that technology for gaming. The market for monitor replacements isn't big enough to drive that kind of change all on its own.
I think this market is hugely undervalued. As remote work gets normalized, remote workspaces will draw increasing investment to regain some of the fidelity of meatspace but with the efficiency and cost savings of remote work, and VR is poised to be central to this industry as soon as someone builds the tools.
Re: Oculus Rift S
#193Earlier quoted context omitted.
What have you tried so far? I bought myself a Rift during the last Black Friday and am very pleased. BeatSaber and Eleven Table Tennis alone make it worth.
I tried the Oculus Rift at Facebook HQ with all of the fancy dongles, including things I'm not allowed to talk about. I've also tried the regular HTC Vive. Both felt like a gimmick, and the Vive made my girlfriend nauseous after a few minutes. I'm a big believer in the potential of VR, but the current options do not impress me. I think it's still a few years away for someone like me, and still another 5+ years where…
The content is what makes people sick, not the hardware (these days). I haven't gotten sick in VR since Rift DK2. Been using the Vive since. No sickness in The Lab. Recently tried playing Everest VR -- queasy due to lots of flying, slow camera movement. Apollo 11 was a lot better, but still had some iffy swooping camera moves.
Basically, you can not make the same kind of game for VR that you would for non-VR, but developers keep trying and they end up making players sick.
Finally, there's a problem with maximizers vs. satisficers and VR. I would say that it's not about comparing specs and buying the "best" device -- although maybe that's a problem of price point. Instead of looking for flaws, allow yourself to suspend disbelief. This requires good content.
Every single game and experience in Valve's "The Lab" is excellent. On Rift, Robo Recall is excellent. Very few games reach this level of polish (graphics, audio, HCI).
Look at the original Star Wars (A New Hope). The special FX are shite by today's standards. If we were just to compare bullet points of features, it would be garbage. Let yourself be transported.
Re: Oculus Rift S
#194John Carmack and his friends made it clear that they have no interest in the PC being a first class VR platform when they tossed Brendan Iribe to the curb. The Rift-s is a big fuck you to all of the hardcore early adopters that made the Rift a reality. I skipped gen-1 thinking gen-2 was right around the corner; unfortunately, three long years later the future truly looks like a "race to the bottom." VR is starting to…
I'm a relatively new VR user, so I'm a little less burned out from the apparent stagnation than someone who's been doing this since the Oculus Rift dev kits, but I think maybe you're being a little pessimistic? > The VR industry seems to think PC gaming is dead Sad, if true. This is definitely how Oculus seems to feel about it, but maybe they're just ceding that segment to HTC. > HTC hasn't released a marginally bett…
There's often not a path to my head, as other commenters on the thread have pointed out, in Skyrim VR.
EDIT: Here's an article that mentions this point for the Oculus Quest specifically: https://uploadvr.com/oc5-oculus-talks-quest-controller-track...
Re: Oculus Rift S
#195To a first approximation, you can not make enough money to run a studio in VR, even 5 years after DK1.
Ontario, Canada has a great system of grants for game developers, but they have basically stopped funding VR titles, because they don't make any money.
All of the people I know who went off to found VR studios are trying to survive on service work, rather than making custom IP. Either that, or working as loss-leader departments in larger companies.
It's worse than indie development, if such a thing were possible.
So ... yeah ... bring on the users while there are still some VR developers left.
Re: Oculus Rift S
#196Earlier quoted context omitted.
I'm a relatively new VR user, so I'm a little less burned out from the apparent stagnation than someone who's been doing this since the Oculus Rift dev kits, but I think maybe you're being a little pessimistic? > The VR industry seems to think PC gaming is dead Sad, if true. This is definitely how Oculus seems to feel about it, but maybe they're just ceding that segment to HTC. > HTC hasn't released a marginally bett…
The big issue with inside-out tracking isn't precision, it's occlusion. While with an outside-in tracking system my hands needs line of sight to one or more sensors, inside-out tracking systems require line of sight to my head! There's often not a path to my head, as other commenters on the thread have pointed out, in Skyrim VR. EDIT: Here's an article that mentions this point for the Oculus Quest specifically: https…
Re: Oculus Rift S
#197Earlier quoted context omitted.
You should probably just get a Rift with the bases. I got mine for around 350.
I have one; I just find the tracking pretty fragile. I often need to set it up again on a weekly basis.
Hopefully they perfect inside-out tracking eventually but in the meantime the lighthouse system just works for me.
Re: Oculus Rift S
#198Earlier quoted context omitted.
I think this market is hugely undervalued. As remote work gets normalized, remote workspaces will draw increasing investment to regain some of the fidelity of meatspace but with the efficiency and cost savings of remote work, and VR is poised to be central to this industry as soon as someone builds the tools.
Sounds like a dystopian nightmare where VR goggles becomes the new ass-in-seat.
Re: Oculus Rift S
#199John Carmack and his friends made it clear that they have no interest in the PC being a first class VR platform when they tossed Brendan Iribe to the curb. The Rift-s is a big fuck you to all of the hardcore early adopters that made the Rift a reality. I skipped gen-1 thinking gen-2 was right around the corner; unfortunately, three long years later the future truly looks like a "race to the bottom." VR is starting to…
I'm a relatively new VR user, so I'm a little less burned out from the apparent stagnation than someone who's been doing this since the Oculus Rift dev kits, but I think maybe you're being a little pessimistic? > The VR industry seems to think PC gaming is dead Sad, if true. This is definitely how Oculus seems to feel about it, but maybe they're just ceding that segment to HTC. > HTC hasn't released a marginally bett…
I'm of the opinion that VR only appeals to the high end PC gamer with disposable income. Perhaps I'm wrong and a market at the bottom exists, developers can earn a living, and the high-end can eventually reap the rewards.
Re: Oculus Rift S
#200I've been a VR dev since 2014, and market-share / adoption is a huge problem. To a first approximation, you can not make enough money to run a studio in VR, even 5 years after DK1. Ontario, Canada has a great system of grants for game developers, but they have basically stopped funding VR titles, because they don't make any money. All of the people I know who went off to found VR studios are trying to survive on serv…
NoVRNoBuy was pretty much the only regular comment you would see when Codemaster's was hyping Dirt Rally 2.0
So much so that this is the changelog from Assetto Corsa's latest release:
Assetto Corsa Competizione - Early Access v0.2 - Fixed "No VR no buy" ... [1]
There are about 100 threads on Dirt Rally 2.0 echoing the same [2]
This is a community that spends $500 on a steering wheel and $500-$1000 pedals are always out of stock [3][4]
That doesn't even include the $1000 direct drive wheels [5][6] or the handbrakes, shifters, triple mount displays, and $500-1000 dollar rigs [7] I won't even get into the motion rigs...
[1] https://steamcommunity.com/games/805550/announcements/detail...
[2] https://steamcommunity.com/app/690790/discussions/0/17354661...
[3] https://heusinkveld.com/heusinkveld-march-stock-update/?v=75...
[4] https://www.protosimtech.com/
[5] https://www.fanatec.com/us-en/wheel-bases/podium-wheel-base-...